← Rules
Part 8 • Core p193 • book p.193
Enchanting Weapons and Armor
The base cost of enchanting a weapon or armor is 1,000 gp per point of bonus. For weapons with two bonuses, divide the larger bonus in half (don't round) and add the smaller bonus; thus, a Sword +1, +3 vs. Dragons would cost 2,500 gp to enchant. Enchanting a weapon takes one week plus two days per point of bonus; thus, the sword described would require twelve days to enchant.
Reduce the chance of success by 10% times the bonus; so, a Sword +1 would reduce the base chance 10%, while the Sword +1, +3 vs. Dragons described above would reduce the base chance 25%. Further, the chance of success may be increased 25% by doubling the cost and time required (this decision must be announced before the roll is made).
For weapons having additional powers, combine the rules above with the rules for creating permanent items. All enchantments must be applied in a single enchantment "session."
At the GM's option, hiring a master armorer or weaponsmith (one good enough to charge twice normal rates as given in the Specialists subsection on page 47) might add 15% to the chance of success.